Recent Posts

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Hey, do you still need these 3D icons ?
ANd by the way, check out my livery pack mod, I did 3 police liveries if you want ! :)
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Modding / Re: Mod Development Screenshots
« Last post by Dalags on Today at 11:45:49 AM »
Gotcha, yeah, that's about what I expected as far as the cars in game. Will definitely have to look into the various tents/other objects though. I'm thinking I may just make an example track with EVERY object, just so I can get (relatively) quick references for each one.
I used to have exactly this, it was so useful! I had each .scne infront of a number, so I'd be able to check in 3ds Max what the file name for each object was. There were some really interesting objects.
But when the game gets updated, and new assets/.scne files get removed or added, it makes it a pain to update because there's over 600 of them, so I've not updated it in a while.


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Modding / Re: Mod Development Screenshots
« Last post by The Very End on Today at 09:58:24 AM »
Don't think they use that method. When I tested, it looked too much generated, and had a "grid" look to it. From what I understand the clutter works so that depending on the density each polygon / vertices has a chance to spawn the clutter object, e.g less density- more space between, more desnity - up to sevveral at same location. Most of the tracks is squared in terms of polygon / vertices, meaning that when generated you get that generated look. I, and most likely BB, place the objects manually - but as with everything, it can bug. I use a tool called Ultimate Painter, which lets me add a selection of objects, then by following the mouse it lets me "paint" the objects from the list. Can also resize and rotate the things. The resize does not work when using ultimate painter + xrefs tho.

The clutter spawning use the pivot point of objects on placement, meaning that if it's centered the object will be half below ground level. Make sure the pivot point is set to bottom of object.
You can also define in clutter if the object spawning should follow the normal or if it should be set to none, e.g. the object won't care about the terrain and be perfectly straight aligned.

Edit: That looks great! And if you wondering - BB has used the same method on some of tracks, using satelite / pre - made photos to create details through the color map ;) I would have used it more myself if I had available satelite photos / stuff based on real tracks.
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Modding / Re: Mod Development Screenshots
« Last post by KillerAJD on Today at 09:55:18 AM »
The palms are custom objects which I downloaded, as well as some desert buildings I bought. Could probably have done it myself but would have taken too long time and at same time would probably look worse.

Foliage groups are used for clutter. The names indicates what color each clutter is assigned to, e.g the color on the clutter map. You can create new surface files (.suse) where you write what clutter you want, where you both tell which object name it is (foliage group), the specific clutter itself (as each group consist of many)  and lastly which channel to add it to. Just a heads up, at export of track this .suse file must be in main BB folder under surfaces, to get the exporter to work. When it is exported you can drag the .suse file over to your mod/data/surface location.

Edit: you can use any object on clutter map / surface, as long as it is one solid object (not divided into smaller parts) For example you can use xtrees and generate a forest. Tried it once and it worked, but might look too much generated instead of a  bit of random. Also once spawned a lot of trailers this way as a testing.... did look interesting...

Awesome, thanks for the info. Haven't messed too much with clutter stuff yet (just having used one of the default foliage sets on some infield stuff in my other tracks).

However, color maps are AMAZING! They make the surfaces look fantastic! It feels like cheating taking a satellite photo and making all the detail appear in the track surface and grass, haha. Still need to work on a custom blend map. I've not had great success with those though, need to hone my method down a bit better.



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Modding / Re: Mod Development Screenshots
« Last post by Purple44 on Today at 09:10:18 AM »
The palms are custom objects which I downloaded, as well as some desert buildings I bought. Could probably have done it myself but would have taken too long time and at same time would probably look worse.

Foliage groups are used for clutter. The names indicates what color each clutter is assigned to, e.g the color on the clutter map. You can create new surface files (.suse) where you write what clutter you want, where you both tell which object name it is (foliage group), the specific clutter itself (as each group consist of many)  and lastly which channel to add it to. Just a heads up, at export of track this .suse file must be in main BB folder under surfaces, to get the exporter to work. When it is exported you can drag the .suse file over to your mod/data/surface location.

Edit: you can use any object on clutter map / surface, as long as it is one solid object (not divided into smaller parts) For example you can use xtrees and generate a forest. Tried it once and it worked, but might look too much generated instead of a  bit of random. Also once spawned a lot of trailers this way as a testing.... did look interesting...

Hmmm, so that how track maker can cheat and spawn a bunch trees for a map? But can clutter get tree height wrong? I ask because I free roam Bugbear track maps, and I find my share of trees that are above ground a bit. I was thinking maybe a Dev being lazy on placing trees, maybe not?
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Support / Re: Pre-Order Issue
« Last post by Purple44 on Today at 09:02:37 AM »
I got this email from Bugbear Entertainment:

I got my email today from Bugbear. Got Steam key for backer car and team paint job. :)



Email:

Dear Wreckfest supporter,

We hope you're doing great and you've been enjoying the game!

We come bearing gifts – You're receiving this email because you've pre-ordered Wreckfest and opted for a product tier that makes you lucky enough to get some neat bonus content:

– If you pre-ordered Full-Time Wrecker or a higher product tier, you'll receive the Deluxe Edition Upgrade containing the coveted Bandit backer car, an epic soundtrack and a number of wicked wallpapers.

– If you pre-ordered Team Bugbear Member or higher, you will not only receive the Deluxe Edition Upgrade but also the special Team Bugbear Paint Job for Hotshot with which to impress everyone! Please note that you will need to activate both keys.

The shiny new product keys can be viewed on your personal download page here:

https://transactions.sendowl.com/orders/*****

Simply take note of the key (copy it to the clipboard) and activate it on Steam as per usual:

1. Launch Steam.
2. Click on "Games" in the top menu bar, then "Activate a Product on Steam...".
3. Click "Next", "I Agree", and input the Deluxe Edition Upgrade or Wreckfest Team Bugbear Paint Job product key to the "Product Code" field.
4. Click "Next" and you should be all done! If Steam doesn't start downloading your bonus content automatically, you will need to restart it.

After you activate the Deluxe Edition Upgrade, your backer car will be waiting for you in the garage after launching the game.

The soundtrack and wallpapers will appear in the game's installation location in folders called DLC Soundtrack and DLC Wallpapers, respectively. If you're not sure how to natigate to the game's installation folder, you can open it if you right-click the game's name in the Steam Library and then choose "Properties" menu item, then "Local Files" tab and finally "Browse Local Files..." button.

Team Bugbear Paint Job can be found in the Paint Shop menu for Hotshot.

If you need *any* assistance whatsoever please do not hesitate to contact us at support@bugbear.fi and we'll help you along.

That's about it – We hope you enjoy your exclusive bonus content. Thanks for supporting us, over and out!


Thanks,
The guys at Bugbear



May be a while before I can buy the Hotshot to checkout the team paint job.  :P

But I will definitely have the Hotshot in my garage at some point.  :D

Need the Wreckfest digital deluxe upgrade key to use at Steam:

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Modding / Re: Mod Development Screenshots
« Last post by The Very End on Today at 07:23:41 AM »
The palms are custom objects which I downloaded, as well as some desert buildings I bought. Could probably have done it myself but would have taken too long time and at same time would probably look worse.

Foliage groups are used for clutter. The names indicates what color each clutter is assigned to, e.g the color on the clutter map. You can create new surface files (.suse) where you write what clutter you want, where you both tell which object name it is (foliage group), the specific clutter itself (as each group consist of many)  and lastly which channel to add it to. Just a heads up, at export of track this .suse file must be in main BB folder under surfaces, to get the exporter to work. When it is exported you can drag the .suse file over to your mod/data/surface location.

Edit: you can use any object on clutter map / surface, as long as it is one solid object (not divided into smaller parts) For example you can use xtrees and generate a forest. Tried it once and it worked, but might look too much generated instead of a  bit of random. Also once spawned a lot of trailers this way as a testing.... did look interesting...
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Support / Re: Pre-Order Issue
« Last post by St. Jimmy on Today at 07:07:19 AM »
What tier you ordered? Weekend Smasher didn't get the key, Wrecker, Master Blaster and Team Member get all kinds of goodies.
The keys were provided to your email.
You can find all the keys from the old email back in the day when you ordered if you can't find the new email or vice versa.
The keys were provided by sendowl so look for that. There should be forum badge code also.

If you bought from Steam you needed to buy the Digital Deluxe Edition or Upgrade.
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Support / Pre-Order Issue
« Last post by CriticalShot on Today at 06:22:23 AM »
Dear Bugbear,

  I ordered this game during it's early access phase towards the beginning (around February of 2014), and have always loved it! However, I recall being told I would get a locked car, that was exclusive to those who ordered it then. I've been looking forward to the day this game was fully released, and to having something to show my early support. However, I'm not finding any car of the sort (I believe its the bandit backer or something). I would love to talk to you guys about this and hopefully resolve it!


    Thank you for your time

     -Michael
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Modding / Re: Mod Development Screenshots
« Last post by KillerAJD on Today at 03:05:16 AM »

Gotcha, yeah, that's about what I expected as far as the cars in game. Will definitely have to look into the various tents/other objects though. I'm thinking I may just make an example track with EVERY object, just so I can get (relatively) quick references for each one.


If you do this Killer, please share the scne file. Furtherest I got, I place 26 rock piles to represent the alphabet and place a bunch of sand piles at S rockpile:



Hah, will do. Knowing my luck, I'll finish up, post it, and the next post will be somebody who made a model viewer for the .scne files....

Just went through every tree to see if there was a palm tree. No dice!




Also, in my quest for looking at the objects, I noticed there were some foliage groups. Any idea how to utilize these? In game, it's just floating text that say red, blue, and green channel. Looking into bagedit, it looks like each group is a collection of foliage and stuff, and I thought maybe it was related to the clutter maps or something.
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